how can i make this animation work correctly? - animation

i want to do this: my Text ("Hello 0") should rotate 90 degrees around the y axis then increase (hidden) its number and then fullfill the circle rotation with the increased number.
unfortuantely the rotation starts at 90 degrees and before the text is hidden?
what am i doing wrong?
here is my code (runnable and reproducable)
struct ContentView: View {
#State var number : Int = 0
#State var degrees : Angle = .degrees(0)
var body: some View {
VStack {
Text("Hello \(number)")
.rotation3DEffect(degrees, axis: (x: 0, y: 1, z: 0))
.animation(.easeInOut(duration:2.5))
Button(action: {
withAnimation(Animation.easeInOut(duration:2.5)) {
self.degrees = .degrees(90)
}
withAnimation(Animation.easeInOut(duration: 2.5 * 3).delay(2.5)) {
self.number = self.number + 1
self.degrees = .degrees(359)
}
}) {
Text("Animate")
}
}
}
}

If I correctly understood the goal here is possible solution. Tested with Xcode 11.4 / iOS 13.4
struct ContentView: View {
#State var number : Int = 0
#State var degrees : Angle = .degrees(0)
var body: some View {
VStack {
Text("Hello \(number)").font(.largeTitle)
.rotation3DEffect(degrees, axis: (x: 0, y: 1, z: 0))
Button(action: {
withAnimation(.easeInOut(duration:2.5)) {
self.degrees = .degrees(90) // << animating
}
DispatchQueue.main.asyncAfter(deadline: .now() + 2.51) {
self.number = self.number + 1 // << don't
withAnimation(.easeInOut(duration:2.5)) {
self.degrees = .degrees(360) // << animating
}
DispatchQueue.main.asyncAfter(deadline: .now() + 2.51) {
self.degrees = .degrees(0) // << don't - reset !!
}
}
}) {
Text("Animate")
}
}
}
}

Related

SwiftUI Animation Circle with Colors

My problem is simple I think but I can't figure how solve it.
I've this :
struct ArcSelectionView: View {
#Binding var isShowing: Bool
#Binding var curColor: Color
#Binding var colorToPress: Color
#Binding var score: Int
#State var colors = [Color.blue, Color.red, Color.green, Color.yellow]
var body: some View {
ZStack {
ForEach(1 ..< 5, id: \.self) { item in
Circle()
.trim(from: self.isShowing ? CGFloat((Double(item) * 0.25) - 0.25) : CGFloat(Double(item) * 0.25),
to: CGFloat(Double(item) * 0.25))
.stroke(self.colors[item - 1], lineWidth: 50)
.frame(width: 300, height: 300)
.onTapGesture {
if colors[item - 1] == colorToPress {
score += 1
}
isShowing.toggle()
colorToPress = colors.randomElement() ?? Color.offWhite
colors.shuffle()
DispatchQueue.main.asyncAfter(deadline: .now() + 0.35) {
self.isShowing.toggle()
}
}
}
}
.opacity(self.isShowing ? 1 : 0)
.rotationEffect(.degrees(self.isShowing ? 0 : 180))
.animation(.linear(duration: 0.35))
}
}
If I didn't shuffle colors in the .onTapGesture, everything is ok. But If I do, I've a strange plain Circle that appears in the middle and disappear after. It's ugly. Ugly Circle
Thank you for your help !
The issue is with the animation of the Circles. The better solution is to use arc shapes. Here is a working solution:
struct ArcSelectionView: View {
#Binding var curColor: Color
#Binding var colorToPress: Color
#Binding var score: Int
#State private var colors = [Color.blue, Color.red, Color.green, Color.yellow]
#State private var pct: CGFloat = 0.25
#State private var originalPCT: CGFloat = 0.25
let duration: Double = 0.35
var body: some View {
ZStack {
CircleView(wedge: originalPCT)
// I am not sure why, but at there is a difference of 10 in the sizes of the
// circle and the modifier. This corrects for it so the touch is accurate.
.frame(width: 310, height: 310)
PercentageArc(Color.clear, colors: colors, pct: pct) {
// With this solution you must have the callback sent to
// the main thread. This was unnecessary with AnimatbleModifier.
DispatchQueue.main.async {
pct = originalPCT
}
}
.animation(.linear(duration: duration), value: pct)
.frame(width: 300, height: 300)
// This forces the view to ignore taps.
.allowsHitTesting(false)
}
.onAppear {
pct = 1.0 / CGFloat(colors.count)
originalPCT = pct
}
}
func CircleView(wedge: CGFloat) -> some View {
ZStack {
// Array(zip()) is a cleaner and safe way of using indices AND you
// have the original object to use as well.
ForEach(Array(zip(colors, colors.indices)), id: \.0) { color, index in
Circle()
.trim(from: CGFloat((Double(index) * wedge)),
to: CGFloat(Double(index + 1) * wedge))
// The color of the stroke should match your background color.
// Clear won't work.
.stroke(.white, lineWidth: 50)
.onTapGesture {
if color == colorToPress {
score += 1
print("score!")
}
pct = 0
DispatchQueue.main.asyncAfter(deadline: .now() + duration) {
colorToPress = colors.randomElement() ?? .white
colors.shuffle()
}
}
}
}
}
}
struct PercentageArc<Content>: View, Animatable where Content: View {
private var content: Content
private var colors: [Color]
private var pct: CGFloat
private var target: CGFloat
private var onEnded: () -> ()
init(_ content: Content, colors: [Color], pct: CGFloat, onEnded: #escaping () -> () = {}) {
self.content = content
self.colors = colors
self.pct = pct
self.target = pct
self.onEnded = onEnded
}
var animatableData: CGFloat {
get { pct }
set { pct = newValue
// newValue here is interpolating by engine, so changing
// from previous to initially set, so when they got equal
// animation ended
if newValue == target {
onEnded()
}
}
}
var body: some View {
content
.overlay(
ForEach(Array(zip(colors, colors.indices)), id: \.0) { color, index in
ArcPortionShape(pct: pct, startAngle: .degrees(1.0 / CGFloat(colors.count) * CGFloat(index) * 360.0))
.foregroundColor(color)
}
)
}
struct ArcPortionShape: InsettableShape {
let pct: CGFloat
let startAngle: Angle
var insetAmount = 0.0
init(pct: CGFloat, startAngle: Angle) {
self.pct = pct
self.startAngle = startAngle
}
var portion: CGFloat {
pct * 360.0
}
var endAngle: Angle {
.degrees(startAngle.degrees + portion)
}
func path(in rect: CGRect) -> Path {
var p = Path()
p.addArc(center: CGPoint(x: rect.width / 2.0, y:rect.height / 2.0),
radius: rect.height / 2.0 + 5.0,
startAngle: startAngle,
endAngle: endAngle,
clockwise: false)
return p.strokedPath(.init(lineWidth: 50))
}
func inset(by amount: CGFloat) -> some InsettableShape {
var arc = self
arc.insetAmount += amount
return arc
}
}
}
Originally, I made this with an AnimatableModifier, but it is deprecated, and the solution using it fails if it is placed in ANY stack or NavigationView. I can see why AnimatableModifier is deprecated.
This solution draws inspiration from this answer from Asperi, for the callback idea, though the solution will not work in iOS 15.2.

SwiftUI odd animation behavior with systemImage

I was messing around with a fun animation in SwiftUI when I ran into a weird problem involving animating changes to SwiftUI's SF symbols. Basically, I want to animate a set of expanding circles that lose opacity as they get farther out. This works fine when I animate the circles using the Circle() shape, but throws a weird error when I use Image(systemName: "circle"). Namely, it throws No symbol named 'circle' found in system symbol set and I get the dreaded "purple" error in Xcode. Why does my animation work with shapes but not with SF symbols?
Animation Code with Shapes:
struct ContentView: View {
let timer = Timer.publish(every: 0.25, on: .main, in: .common).autoconnect()
#State var firstIndex: Int = 0
#State var secondIndex: Int = 10
#State var thirdIndex: Int = 20
#State var fourthIndex: Int = 30
private func changeIndex(index: Int) -> Int {
if index == 40 {
return 0
} else {
return index + 1
}
}
var body: some View {
ZStack {
Circle()
.foregroundColor(.black)
.frame(width: 10, height: 10)
ExpandingCircle(index: firstIndex)
ExpandingCircle(index: secondIndex)
ExpandingCircle(index: thirdIndex)
ExpandingCircle(index: fourthIndex)
}
.onReceive(timer) { time in
withAnimation(.linear(duration: 0.25)) {
self.firstIndex = changeIndex(index: firstIndex)
self.secondIndex = changeIndex(index: secondIndex)
self.thirdIndex = changeIndex(index: thirdIndex)
self.fourthIndex = changeIndex(index: fourthIndex)
}
}
}
}
Where ExpandingCircle is defined as:
struct ExpandingCircle: View {
let index: Int
private func getSize() -> CGFloat {
return CGFloat(index * 2)
}
private func getOpacity() -> CGFloat {
if index == 0 || index == 40 {
return 0
} else {
return CGFloat(1 - (Double(index) * 0.025))
}
}
var body: some View {
Circle()
.strokeBorder(Color.red, lineWidth: 4)
.frame(width: getSize(), height: getSize())
.opacity(getOpacity())
}
}
To replicate the error, swap out ExpandingCircle in ContentView for ExpandingCircleImage:
struct ExpandingCircleImage: View {
let index: Int
private func getSize() -> CGFloat {
return CGFloat(index * 2)
}
private func getOpacity() -> CGFloat {
if index == 0 || index == 40 {
return 0
} else {
return CGFloat(1 - (Double(index) * 0.025))
}
}
var body: some View {
Image(systemName: "circle")
.foregroundColor(.red)
.font(.system(size: getSize()))
.opacity(getOpacity())
}
}
Your ExpandingCircleImage is choking because you can't have a system font of size 0, and you keep trying to feed 0 to your ExpandingCircleImage view. However, in addition to that, you don't need to use a timer to drive the animation. In fact, it makes the animation look weird because a timer is not exact. Next, your ExpandingCircle or ExpandingCircleImage should animate itself and be the complete effect.
The next issue you will encounter when you fix the font size = 0 issue, is that .font(.system(size:)) is not animatable as it is. You need to write an AnimatableModifier for it. That looks like this:
struct AnimatableSfSymbolFontModifier: AnimatableModifier {
var size: CGFloat
var animatableData: CGFloat {
get { size }
set { size = newValue }
}
func body(content: Content) -> some View {
content
.font(.system(size: size))
}
}
extension View {
func animateSfSymbol(size: CGFloat) -> some View {
self.modifier(AnimatableSfSymbolFontModifier(size: size))
}
}
The animatableData variable is the key. It teaches SwiftUI what to change to render the animation. In this case, we are animating the size of the font. The view extension is just a convenience so we can use . notation.
Another trick to animating a view like this is to have multiple animations that only go part of the way of the whole. In other words, if you use four circles, the first goes to 25%, the next from 25% to 50%, then 50% to 75%, lastly 75% to 100%. You also appear to have wanted the rings to fade as the expand, so I wrote that in as well. The code below will have two animating views, one made with a shape, and one with an SF Symbol.
struct ContentView: View {
var body: some View {
VStack {
Spacer()
ZStack {
Circle()
.foregroundColor(.black)
.frame(width: 10, height: 10)
ExpandingCircle(maxSize: 100)
}
.frame(height: 100)
Spacer()
ZStack {
Circle()
.foregroundColor(.black)
.frame(width: 10, height: 10)
ExpandingCircleImage(maxSize: 100)
}
.frame(height: 100)
Spacer()
}
}
}
struct ExpandingCircle: View {
let maxSize: CGFloat
#State private var animate = false
var body: some View {
ZStack {
Circle()
.strokeBorder(Color.red, lineWidth: 8)
.opacity(animate ? 0.75 : 1)
.scaleEffect(animate ? 0.25 : 0)
Circle()
.strokeBorder(Color.red, lineWidth: 8)
.opacity(animate ? 0.5 : 0.75)
.scaleEffect(animate ? 0.5 : 0.25)
Circle()
.strokeBorder(Color.red, lineWidth: 8)
.opacity(animate ? 0.25 : 0.5)
.scaleEffect(animate ? 0.75 : 0.5)
Circle()
.strokeBorder(Color.red, lineWidth: 8)
.opacity(animate ? 0 : 0.25)
.scaleEffect(animate ? 1 : 0.75)
}
.frame(width: maxSize, height: maxSize)
.onAppear {
withAnimation(.linear(duration: 4).repeatForever(autoreverses: false)) {
animate = true
}
}
}
}
struct ExpandingCircleImage: View {
let maxSize: CGFloat
#State private var animate = false
var body: some View {
ZStack {
Image(systemName: "circle")
.animateSfSymbol(size: animate ? (maxSize * 0.25) : 1)
.opacity(animate ? 0.75 : 1)
Image(systemName: "circle")
.animateSfSymbol(size: animate ? (maxSize * 0.5) : (maxSize * 0.25))
.opacity(animate ? 0.5 : 0.75)
Image(systemName: "circle")
.animateSfSymbol(size: animate ? (maxSize * 0.75) : (maxSize * 0.5))
.opacity(animate ? 0.25 : 0.5)
Image(systemName: "circle")
.animateSfSymbol(size: animate ? (maxSize) : (maxSize * 0.75))
.opacity(animate ? 0 : 0.25)
}
.foregroundColor(.red)
.onAppear {
withAnimation(.linear(duration: 4).repeatForever(autoreverses: false)) {
animate = true
}
}
}
}
Remember to include the AnimatableModifier in your code.

SwiftUI: magnification gesture that changes value between min and max

I want to make the same thing that is possible to do with a slider:
#State itemSize: CGFloat = 55.60
....
Text("ItemSize: \(itemSize)")
Slider(value: $itemSize, in: 45...120)
but with magnification gesture.
I have created modifier for this:
import SwiftUI
#available(OSX 11.0, *)
public extension View {
func magnificationZoomer(value: Binding<CGFloat>,min: CGFloat, max: CGFloat) -> some View
{
self.modifier( MagnificationZoomerMod(minZoom: min, maxZoom: max, zoom: value) )
}
}
#available(OSX 11.0, *)
public struct MagnificationZoomerMod: ViewModifier {
let minZoom: CGFloat
let maxZoom: CGFloat
#Binding var zoom: CGFloat
public func body (content: Content) -> some View
{
content
.gesture(
MagnificationGesture()
.onChanged() { val in
let magnification = (val - 1) * 2.2
print("magnification = \(magnification)")
zoom = max(min(zoom + magnification, maxZoom), minZoom)
}
)
}
}
sample of usage:
#State itemSize: CGFloat = 55.60
var body: some View {
HStack {
VStack {
Text("ItemSize: \(itemSize)")
Slider(value: $itemSize, in: 45...120)
}
}
.frame(width: 500, height: 500)
.magnificationZoomer(value: $itemSize, min: 45, max: 120)
}
But I have a few problems with this code:
It slide value by a strange way -- sometimes with correct speed, it does not change it
after some time of usage it stop to work at all
What did I do wrong?
It works almost like a magic, you can change the size/scale of Circle via Slider or your finger on MagnificationGesture, both working together and sinked together.
import SwiftUI
struct ContentView: View {
let minZoom: CGFloat = 0.5
let maxZoom: CGFloat = 1.5
#State private var scale: CGFloat = 1.0
#State private var lastScale: CGFloat = 1.0
#State private var magnitudeIsActive: Bool = Bool()
var body: some View {
ZStack {
Circle()
.fill(Color.red)
.scaleEffect(scale)
.gesture(magnificationGesture.simultaneously(with: dragGesture)) // <<: Here: adding unneeded dragGesture! on macOS! no need on iOS!
VStack {
Spacer()
Text("scale: " + scale.rounded)
HStack {
Button("min") { scale = minZoom; lastScale = scale }
Slider(value: Binding.init(get: { () -> CGFloat in return scale },
set: { (newValue) in if !magnitudeIsActive { scale = newValue; lastScale = newValue } }), in: minZoom...maxZoom)
Button("max") { scale = maxZoom; lastScale = scale }
}
}
}
.padding()
.compositingGroup()
.shadow(radius: 10.0)
.animation(Animation.easeInOut(duration: 0.2), value: scale)
}
var magnificationGesture: some Gesture {
MagnificationGesture(minimumScaleDelta: 0.0)
.onChanged { value in
if !magnitudeIsActive { magnitudeIsActive = true }
let magnification = (lastScale + value.magnitude - 1.0)
if (magnification >= minZoom && magnification <= maxZoom) {
scale = magnification
}
else if (magnification < minZoom) {
scale = minZoom
}
else if (magnification > maxZoom) {
scale = maxZoom
}
}
.onEnded { value in
let magnification = (lastScale + value.magnitude - 1.0)
if (magnification >= minZoom && magnification <= maxZoom) {
lastScale = magnification
}
else if (magnification < minZoom) {
lastScale = minZoom
}
else if (magnification > maxZoom) {
lastScale = maxZoom
}
scale = lastScale
magnitudeIsActive = false
}
}
var dragGesture: some Gesture { DragGesture(minimumDistance: 0.0) } // <<: Here: this Extra un-needed gesture would keep magnificationGesture alive! And Stop it to get killed in macOS! We do not need this line of code in iOS!
}
extension CGFloat { var rounded: String { get { return String(Double(self*100.0).rounded()/100.0) } } }

SwiftUI Confetti Animation

Note: I solved the issue. If you are interested in the animation, I created a package with SPM and is available on https://github.com/simibac/ConfettiSwiftUI
So I am trying to create a confetti animation in SwiftUI. This is what I have so far:
This works all as expected and is done with the following code:
struct Movement{
var x: CGFloat
var y: CGFloat
var z: CGFloat
var opacity: Double
}
struct FancyButtonViewModel: View {
#State var animate = [false]
#State var finishedAnimationCouter = 0
#State var counter = 0
var body: some View {
VStack{
ZStack{
ForEach(finishedAnimationCouter...counter, id:\.self){ i in
ConfettiContainer(animate:$animate[i], finishedAnimationCouter:$finishedAnimationCouter, num:1)
}
}
Button("Confetti"){
animate[counter].toggle()
animate.append(false)
counter+=1
}
}
}
}
struct ConfettiContainer: View {
#Binding var animate:Bool
#Binding var finishedAnimationCouter:Int
var num:Int
var body: some View{
ZStack{
ForEach(0...num-1, id:\.self){ _ in
Confetti(animate: $animate, finishedAnimationCouter:$finishedAnimationCouter)
}
}
.onChange(of: animate){_ in
DispatchQueue.main.asyncAfter(deadline: .now() + 3.5) {
finishedAnimationCouter+=1
}
}
}
}
struct Confetti: View{
#Binding var animate:Bool
#Binding var finishedAnimationCouter:Int
#State var movement = Movement(x: 0, y: 0, z: 1, opacity: 0)
var body: some View{
Text("❤️")
.frame(width: 50, height: 50, alignment: .center)
.offset(x: movement.x, y: movement.y)
.scaleEffect(movement.z)
.opacity(movement.opacity)
.onChange(of: animate) { _ in
withAnimation(Animation.easeOut(duration: 0.4)) {
movement.opacity = 1
movement.x = CGFloat.random(in: -150...150)
movement.y = -300 * CGFloat.random(in: 0.7...1)
}
DispatchQueue.main.asyncAfter(deadline: .now() + 0.4) {
withAnimation(Animation.easeIn(duration: 3)) {
movement.y = 200
movement.opacity = 0.0
}
}
}
}
}
Now I want to replace the Heart Emoji with an animated confetti view. Thus, I created the following view:
struct ConfettiView: View {
#State var animate = false
#State var xSpeed = Double.random(in: 0.7...2)
#State var zSpeed = Double.random(in: 1...2)
#State var anchor = CGFloat.random(in: 0...1).rounded()
var body: some View {
Rectangle()
.frame(width: 20, height: 20, alignment: .center)
.onAppear(perform: { animate = true })
.rotation3DEffect(.degrees(animate ? 360:0), axis: (x: 1, y: 0, z: 0))
.animation(Animation.linear(duration: xSpeed).repeatForever(autoreverses: false))
.rotation3DEffect(.degrees(animate ? 360:0), axis: (x: 0, y: 0, z: 1), anchor: UnitPoint(x: anchor, y: anchor))
.animation(Animation.linear(duration: zSpeed).repeatForever(autoreverses: false))
}
}
This works as expected as well. However, if I replace the Text("❤️") with. ConfettiView() I get some unexpected animation as shown below. (I reduced the number of confettis to 1 so the animation can be observed better). What does the animation break?
Your animations overlaps, to solve you need to join inner one with state value.
Here is fixed variant. Tested with Xcode 12.1 / iOS 14.1
struct ConfettiView: View {
#State var animate = false
#State var xSpeed = Double.random(in: 0.7...2)
#State var zSpeed = Double.random(in: 1...2)
#State var anchor = CGFloat.random(in: 0...1).rounded()
var body: some View {
Rectangle()
.frame(width: 20, height: 20, alignment: .center)
.onAppear(perform: { animate = true })
.rotation3DEffect(.degrees(animate ? 360:0), axis: (x: 1, y: 0, z: 0))
.animation(Animation.linear(duration: xSpeed).repeatForever(autoreverses: false), value: animate)
.rotation3DEffect(.degrees(animate ? 360:0), axis: (x: 0, y: 0, z: 1), anchor: UnitPoint(x: anchor, y: anchor))
.animation(Animation.linear(duration: zSpeed).repeatForever(autoreverses: false), value: animate)
}
}
Thanks for the code above, very useful for my project.
However, instead of clicking, I have embedded the animation generation within a timer:
func startConfettiTimer() {
confettiTimer = Timer.scheduledTimer(withTimeInterval: 0.05, repeats: true, block: { _ in
confettiAnimate[confettiCounter].toggle()
confettiAnimate.append(false)
confettiCounter+=1
})
_ = confettiTimer
}
func stopConfettiTimer() {
confettiTimer?.invalidate()
}
Full code here:
Github

SwiftUI: using RotationGesture with changeable blur effect

I am trying to combine the RotationGesture with changeable blur effect. So if you turn the ocular right, you get the picture more sharp like in binoculars. Turn left, it will be blurred again. The code below is basically doing it, but not very smoothly. Have you any ideas to improve the effect?
struct ContentView: View {
#State var blurring: CGFloat = 20
#State var sharping: CGFloat = 0
#State private var rotateState: Double = 0
var body: some View {
ZStack {
Image("cat")
.resizable()
.frame(width: 200, height: 200)
.blur(radius: blurring)
.clipShape(Circle())
Image("ocular_rk2")
.resizable()
.frame(width: 350, height: 350)
.rotationEffect(Angle(degrees: self.rotateState))
.gesture(RotationGesture()
.onChanged { value in
self.rotateState = value.degrees
self.changeBlur()
}
.onEnded { value in
self.rotateState = value.degrees
print(self.rotateState)
}
)
}
}
func changeBlur() {
switch rotateState {
case -10000...10000: sharping = 0.1
default:
print("# Mistake in Switch")
}
if rotateState < 0 {
blurring += sharping
} else {
blurring -= sharping
}
}
}
check this out (i tested it, it works)
maybe you should think about changing some values because you have to rotate a while until you see the text.
by the way: it is always a good manner to post compilable reproducable code (we do not have your images)...
struct ContentView: View {
#State var blurring: CGFloat = 20
#State var sharping: CGFloat = 0
#State private var rotateState: Double = 0
var body: some View {
ZStack {
Text("cat")
// .resizable()
.frame(width: 200, height: 200)
.clipShape(Circle())
.background(Color.yellow)
Text("ocular_rk2")
// .resizable()
.blur(radius: blurring)
.frame(width: 350, height: 350)
.background(Color.red)
.rotationEffect(Angle(degrees: self.rotateState))
.gesture(RotationGesture()
.onChanged { value in
self.rotateState = value.degrees
self.changeBlur()
}
.onEnded { value in
self.rotateState = value.degrees
print(self.rotateState)
}
)
}
}
func changeBlur() {
switch rotateState {
case -10000...10000: sharping = 0.1
default:
print("# Mistake in Switch")
}
if rotateState < 0 {
blurring = blurring + sharping
} else {
blurring = blurring - sharping
print(blurring)
}
}
}

Resources